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Listed ARM Core + DoD

NKiwi Mar 7th, 2019 16 Never
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  1. Armaments
  2.  
  3. Tier 1
  4.  
  5. Fire Axe: Arms [Action/3/0] Melee Attack 3
  6.  
  7. Chainsaw: Arms [Action/3/0] Melee Attack 2 + dismember
  8.  
  9. Hand Cannon: Arms [Action/3/0-1] Shooting Attack 1
  10.  
  11. Katana: Arms [Action/2/0] Melee Attack 1 + Dismember
  12.  
  13. Kung Fu: Head [Auto/None/Self] Maximum Action Points +1.
  14.  
  15. Meat Cleaver: Arms [Action/2/0] Melee Attack 2.
  16.  
  17. Metal Bar: Arms [Action/3/0] Melee 2. Add +1 to the die roll of the Attack Check.
  18.  
  19. Molotov Cocktail: Any [Action/2/0] Blast Attack 1 + Explosive + Chain Attack 1. The Attack Check receives a penalty of -1.
  20.  
  21. Nail Bat: Arms [Action/2/0] Melee 1 + Explosive
  22.  
  23. Sniper Rifle: Arms [Action/2/2-3] Shooting Attack 1. Add +1 to the die roll of the Attack Check.
  24. ---DoD---
  25. First Aid Kit: Torso [Auto/None/See Effect] At the end of the Battle Phase, if this Part is not damaged, you may choose three Basic Parts belonging to your Sisters other than yourself to regenerate.
  26.  
  27. Shovel: Arms [Action/3/0] Melee Attack 1 + Dismember (Enemies get +2 to the Dismember Check.) Defend Maneuvers cannot reduce the damage of this attack.
  28.  
  29. Tier 2
  30. Ball & Chain: Arms [Action/2/0-1] Melee Attack 1 + Stagger
  31.  
  32. Barbed Wire: Any [Damage/0/Self] You may only use this Maneuver when you deal damage. Add +1 to the damage for an Unarmed or Melee Attack.
  33.  
  34. Bear Gun: Arms [Action/3/0-2] Shooting Attack 3
  35.  
  36. Boost: Head [Rapid/0/0] You cannot target yourself. Move 1.
  37.  
  38. Boot Knife: Legs [Action/2/0] Melee Attack 2. Add +1 to the die roll of the Attack Check.
  39.  
  40. Hand Grenade: Any [Rapid/2/0-1] Blast Attack 2 + Explosive. The Attack Check receives a penalty of -1.
  41.  
  42. Machine Gun: Arms [Action/3/1] Shooting Attack 1 + Area Attack
  43.  
  44. Metal Case: Arms [Damage/0/Self] Defend 1 + Negate "Explosive"
  45.  
  46. Shotgun: Arms [Action/2/0-1] Shooting Attack 1 + Explosive. Add +1 to the die roll of the Attack Check.
  47.  
  48. Twin Pistols: Arms [Action/3/0-1] Melee 3
  49.  
  50. ---DoD---
  51. Coffin: Torso [Damage/2/Self] Defend 2. At the end of the Battle Phase, if this Part is not damaged, you may choose two of your own Parts to regenerate.
  52.  
  53. Net Gun: Arms [Action/3/1] Shooting Attack 1 + Stagger. If this attack hits, until the end of the Turn, Move Maneuvers performed by the target on themselves cost them an additional 2 AP (this effect does not stack if multiple attacks are made.)
  54.  
  55.  
  56. ---Tier 3---
  57. Anti-Tank Rifle: Arms [Action/4/1-3] Shooting Attack 5
  58.  
  59. Dynamite: Any [Action/3/0-1] Blast Attack 2 + Explosive + Area Attack
  60.  
  61. Flamethrower: Arms [Action/2/0-1] Blast Attack 1 + Explosive + Chain Attack 1
  62.  
  63. Flying Guillotine: Arms [Action/3/0-1] Melee Attack 1 + Dismember + Stagger
  64.  
  65. Great Knife: Arms [Action/3/0] Melee Attack 4. Add +1 to the die roll of the Attack Check.
  66.  
  67. Lawnmower: Arms [Action/3/0] Melee Attack 3 + Chain Attack 2.
  68.  
  69. Monofilament: Arms [Action/2/0-1] Melee Attack 1 + Dismember + Chain Attack 1
  70.  
  71. Rocket Launcher: Arms [Action/4/1-2] Blast Attack 4 + Explosive
  72.  
  73. Superior Katana: Arms [Action/2/0] Melee Attack 2 + Dismember. Add +1 to the die roll of the Attack Check.
  74.  
  75. Undead Gun: Arms [Action/3/0] Shooting Attack 1 + Explosive + Area Attack
  76.  
  77. ---DoD---
  78. African Throwing Knives: Arms [Action/3/0-2] At the time of its use, you may decide whether this Part performs a Melee Attack 1 + Dismember or a Melee Attack 1 + Stagger.
  79.  
  80. Giant Scissor: Arms [Action/3/0] Melee Attack 2 + Dismember (Enemies get -2 to the Dismember Check.)
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